Jin hits on average turn four - five. Possible as of turn 2. 32 land is actually high for this list. You don't want to see more thanl 4 land per game. You'd rather see your artifact ramp. You'll maintain your tempo off the draw 7.
Edit:
Throwing in one more land until I find an appropriate replacement.
I try to play with your list ... It is hard to cast Jin Gitaxias in under turn 7 except I have a godlike hand and draw. But, after I change 5 sorcery/instant and add 5 island, I can summon Jin Gitaxias in turn 5.
What your win condition?
Only infinite turn?
You're playing the list wrong if that's how you go about it. You need to aggressively mulligan until you find a hand capable of Jin. I've found t5 is the latest I've cast him in any game out of the 46 or so I've played. I can't think of much else to say except that you don't realize the wincons you're probably misplaying the deck. For the sake of simplicity, I'll spell them out.
Wincons:
Mindslaver/Academy Ruins
Capsize/Inf Mana (Via Doubling Cube)
Blue Sun's Zenith + Inf Mana
Karn's Ultimate
Jin Beat Down After Evac / Warp Chain
This deck could use Candelabra of Tawnos with mana doublers (Caged Sun, Extraplanar Lens, Gauntlet of Power) and turnabout. i would add them anyway. Extraplanar lens works even more great with your snow-covered islands.
Is Timetwister out of budget? It would be great here, suprise, suprise.
Snapcaster mage also has to be slot there, i'm not starting to count how many but here is "enought" targets for it.
Another win con could be Mind Over Matter and Temple Bell and win when you add Eldrazis. Psychosis Crawler works well with MoM too (kill whole table) and your other card draw spells too when not having Mom online.
Candles / Mana Doublers: These are too slow in my experience. At max they net 3 mana or so by the time I'm casting them, and for 6 mana I can do better. In a deck that takes more turns and hits more landdrops as a result, I'd support them 100%, but considering I'm often acting off 3 lands total, one of which might be nonbasic, I'm against them.
Timetwister/Snapcaster: Both have a home here, I just haven't picked them up in real life yet
Psychosis Crawler: I've got enough wincons, this one just clogs up my hand early game without any side benefits.
MoM/Temple Bell: See above. Just too expensive (MoM) and it's a lategame wincon requiring two pieces. Even if my lategame is turn 6 or so, I can't think of a time I'd rather have one of these pieces.
But ... I don't like aggressively mulligan. Too risky if I say. But, if you enjoy mulligan that much and can have good cards I must say you are very lucky.
Mine? I try to 37 lands. That my 'recipe' to not mulligan. Less than that, I mulligan and my hand still bad ---> lose.
Note : if you use Doubling Cube, why not choose Caged Sun or Gauntlet of power ?
I just got done explaining this in another thread lol ~
Gauntlet / Caged Sun are too expensive for accelerants. Since this deck aims to have Jin on t 4/5, I'm normally only going to have 3 or so lands on the table by then at most. Casting Gauntlet / Caged Sun takes a full turns worth of mana, where dropping a mana rock (which lets me get to 10 for a few mana less) also lets me keep counter magic open. Also, they hit during the "critical" turn against many 5cc decks (Scion of the Ur-Dragon, for example) where I can't afford to tap out.
How have you found the fetches? My experience in mono-U (with Top and Brainstorm but sans Jace) was that the occasional Stranglehold effect or cheeky Stifle weren't at all worth the rare, small-value shuffles.
Have you tested Helm of Awakening? Considering the number of spells - especially brown spells - that you're casting the value added over things like Ur-Golem's Eye seems well worth the "symmetry".
How have you found the fetches? My experience in mono-U (with Top and Brainstorm but sans Jace) was that the occasional Stranglehold effect or cheeky Stifle weren't at all worth the rare, small-value shuffles.
Have you tested Helm of Awakening? Considering the number of spells - especially brown spells - that you're casting the value added over things like Ur-Golem's Eye seems well worth the "symmetry".
Hey,
The fetches have not been a problem. Stranglehold generally comes down in this decks "lategame", and if a fetch is draw at that point it won't matter too much as we're either far enough ahead in board presence where we just win or far enough behind where we can sit back and wait for everyone else to blow eachother up.
I tested Helm initially in this deck; it game too much advantage to my opponents. One of this decks main +'s is its speed, and helping our opponents match that if only a little wasn't worth it, especially when we can just have a mana rock instead.
Here is my take on Mono U turbo ramp / control. Feel free to leave any feedback or comments on the list; it's a work in progress!
1x Basalt Monolith
1x Chrome Mox
1x Coldsteel Heart
1x Caged Sun
1x Doubling Cube
1x Fellwar Stone
1x Gilded Lotus
1x Grim Monolith
1x Mana Crypt
1x Mana Vault
1x Star Compass
1x Mox Opal
1x Sculpting Steel
1x Sky Diamond
1x Sol Ring
1x Thran Dynamo
1x Voltaic Key
1x Worn Powerstone
1x Phyrexian Metamorph
1x Copy Artifact
1x Mana Drain
1x Tezzeret the Seeker
1x Consecrated Sphinx
1x Sensei's Divining Top
1x Fact or Fiction
1x Timetwister
1x Jace, the Mind Sculptor
1x Time Spiral
1x Windfall
1x Thirst for Knowledge
1x Karn Liberated
1x Bribery
1x Capture of Jingzhou
1x Temporal Manipulation
1x Time Warp
1x Temporal Mastery
1x Mindslaver
1x Commandeer
1x Counterspell
1x Cryptic Command
1x Desertion
1x Delay
1x Foil
1x Force of Will
1x Hinder
1x Mana Leak
1x Memory Lapse
1x Misdirection
1x Pact of Negation
1x Time Stop
1x Spell Pierce
1x Spell Crumple
1x Echoing Truth
1x Capsize
1x Mystical Tutor
1x Evacuation
1x Hurkyl's Recall
1x Phantasmal Image
1x Rings of Brighthearth
1x Vedalken Shackles
1x Wipe Away
1x Transmute Artifact
1x Ancient Tomb
1x Cephalid Coliseum
1x Cavern of Souls
1x Crystal Vein
1x Flooded Strand
1x Mishra's Workshop
1x Misty Rainforest
1x Polluted Delta
1x Reliquary Tower
1x Scalding Tarn
1x Mouth of Ronom
1x Scrying Sheets
22x Snow-Covered Island
1x Strip Mine
Edit:
Throwing in one more land until I find an appropriate replacement.
You're playing the list wrong if that's how you go about it. You need to aggressively mulligan until you find a hand capable of Jin. I've found t5 is the latest I've cast him in any game out of the 46 or so I've played. I can't think of much else to say except that you don't realize the wincons you're probably misplaying the deck. For the sake of simplicity, I'll spell them out.
Wincons:
Mindslaver/Academy Ruins
Capsize/Inf Mana (Via Doubling Cube)
Blue Sun's Zenith + Inf Mana
Karn's Ultimate
Jin Beat Down After Evac / Warp Chain
Candles / Mana Doublers: These are too slow in my experience. At max they net 3 mana or so by the time I'm casting them, and for 6 mana I can do better. In a deck that takes more turns and hits more landdrops as a result, I'd support them 100%, but considering I'm often acting off 3 lands total, one of which might be nonbasic, I'm against them.
Timetwister/Snapcaster: Both have a home here, I just haven't picked them up in real life yet
Psychosis Crawler: I've got enough wincons, this one just clogs up my hand early game without any side benefits.
MoM/Temple Bell: See above. Just too expensive (MoM) and it's a lategame wincon requiring two pieces. Even if my lategame is turn 6 or so, I can't think of a time I'd rather have one of these pieces.
I just got done explaining this in another thread lol ~
Gauntlet / Caged Sun are too expensive for accelerants. Since this deck aims to have Jin on t 4/5, I'm normally only going to have 3 or so lands on the table by then at most. Casting Gauntlet / Caged Sun takes a full turns worth of mana, where dropping a mana rock (which lets me get to 10 for a few mana less) also lets me keep counter magic open. Also, they hit during the "critical" turn against many 5cc decks (Scion of the Ur-Dragon, for example) where I can't afford to tap out.
Have you tested Helm of Awakening? Considering the number of spells - especially brown spells - that you're casting the value added over things like Ur-Golem's Eye seems well worth the "symmetry".
EDH Lists and Primer for Azami's Familiar
Hey,
The fetches have not been a problem. Stranglehold generally comes down in this decks "lategame", and if a fetch is draw at that point it won't matter too much as we're either far enough ahead in board presence where we just win or far enough behind where we can sit back and wait for everyone else to blow eachother up.
I tested Helm initially in this deck; it game too much advantage to my opponents. One of this decks main +'s is its speed, and helping our opponents match that if only a little wasn't worth it, especially when we can just have a mana rock instead.
Only change I'd make is addition of sunder.